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#1

Sackbot Fisticuffs. (Fighting Logic)

Archive: 9 posts


Ello chaps' , Niro here. I've been making a telekinesis level thats been going well into production. I'm well versed in logic so- the telekinesis feature is down, the basic sackbot controls are down and there are some. Nice platforms waiting to be implemented.

BUT... I can't animate for my life. Here's what I want to do.

Im planning a sackbot feature where if you're in a "fighting area" (perhaps i'll use hologram to signify it)
That your fighting controls are enabled. And you can punch and kick enemies for points.
I know very well how to do so.

But i dont know how to make a sackbot look like he's giving a good punch or kick.

Theres a microchip by The_Guitar_God but its a fray of wires and microchips thats hard to understand.
Besides, i'd rather learn directly what to do, and try experimenting around such than try muddling through someone else's work to get a gist.

OH ALSO. Theres one important key within fighting features. A player if not all players- have the tendency to point the analog in the direction of the enemy as they fight. (Its only natural) but of course you can imagine the sackboy constantly walking past the the enemy and so the player is stuck doing a bothersome pace back and forth around the enemy. More than anything i want a way to prevent that. "Some type of lock-on, or slow down as the player is trying to engage the enemy."

EDIT: Perhaps i should include it in here instead of posting another thread? But i would also like to know Fighting AI. But i have a bad feeling thats more difficult than explaining how to make a sackbot fight.
2014-07-24 19:07:00

Author:
Mikell Williams
Posts: 9


https://www.youtube.com/watch?v=JANEbuaFeHc&list=UUHRORCIQz1ua6vcAsGyJrcQ
This shows you how to animate sackbots. So what you is get three controllnators. One transmitter and receiver for controlling the sackbot. Then you get out another controllnator set to neither transmitter or receiver. You connect the receivers outputs to the NT(Not Transmitter) controllnator. So for example, you can connect one of the receivers buttons, lets say triangle, to R1 on the NTcontrollnator. So now when you press triangle on the sackbot, it grabs something. The video explains better, so I suggest you watch it.

If this method doesn't work, try getting out a act behavior and setting it to one-shot. You connect one behavior for hit left and another for right.
2014-07-25 01:43:00

Author:
Darthvadre11
Posts: 134


Unfortunately thats not quite what im asking for. To put simply what movers or rotators would one use on sequncer to show a kicking or punching motion. And grabbing for one, does not look aesthetically pleasing when considering the movements of a punch. So im looking for a advanced fighting workaround i suppose.2014-07-25 02:00:00

Author:
Mikell Williams
Posts: 9


Best way is to put batteries on a sequencer and hook them up to a controlinator for your sackbot. Look up Alic44. I think that was his name (knight vs Demon) were his levels. He made a tutorial level explaining how to do the animations and the fight spacing. He even gives away a sackbot to study.2014-07-25 02:25:00

Author:
one-mad-bunny
Posts: 334


There's not really much you could do advanced fighting-wise for a sackbot. If you want advanced fighting you'd have to animate with sticker panel.
You could get a punch(using the word punch loosely) or two from batteries and controllinators, the only real kick you could do would be a dropkick by moving the sackbot sideways at another sackbot.
To stop players from moving past enemies you could do what fighting games do, when you touch the enemy you either get hurt and fly back or can't move forward anymore.
2014-07-25 02:25:00

Author:
Bremnen
Posts: 1800


Fighting logic in LBP2 is very simple. Many designers make the mistake of thinking they have to make actual punches or kicks. Same thing with sword slashes but I will probably end up making a tutorial on that at some point.

Effects look much better with illusion. All it has to do is look like a punch or kick and we accomplish that with two steps: Implied motion and hit effects. Watch animation in fighting games or RPGs. Most often you will find an implied motion. The implied motion can be graphics-usually a form of lines(usually opac to a degree) that gives an illusion of direction and velocity of physical attacks. Kicks can easily be created using this technique and the handy dandy rotators and movers.

http://i.kinja-img.com/gawker-media/image/upload/s--QjPOZ4zj--/c_fit,fl_progressive,q_80,w_636/17fmnbjz7ijk5jpg.jpg

From a design perspective, the implied motion and the actual motion of the punch/kick may never actually land on the target. This is where the hit effect helps. Just make sure the hit effect matches your games theme. Also the targets reaction is a big part of the attack. If its a heavy blow, have the target get flung back a bit. Or for the jabs, have the sackbot targets flinch their head. Also add the appropriate sound effects.

I have never actually tried to build a fighting game,(kinda want to now) but this is how I would approach it. You would need to create the conditions of which causes the target to flinch or withstand attacks without flinching. Or in other words stun locking. Also the player should not be able to react while getting hit, unless its like a special move that recovers the player from stun and of course, there should be a break either in the attackers move set or general pause from the enemy between attacks, for the player to be able to recover. Its a very small detail that will keep your game from looking and feeling messy. Play any good action/fighting game and this element is present.

I personally dislike the notion of running into the enemy and getting damaged. It makes sense in Mario, but not so much a fighting game. Consider making the enemies punch the player and have the player fly back or have a special action ready to make the player want to move away from the enemy. Like dropping a grenade or unleash a wide spin type attack that does a lot of damage.

Since we are talking games here and not a simple movie, you may want to consider looking into hit boxes if you really want to get the job done. Hit boxes are invisible boxes that dictate the radius and detection of hits. Meaning the graphics are really just for show to hide the hit boxes. Takes a little longer, but the end result is worth it.

Good luck
2014-07-30 04:50:00

Author:
Rpg Maker
Posts: 877


Yes, this is all in my intention. Im not literally trying to get a punch And kick i just want the sequencer formula for a good look. Because ive been messing around with the gyroscopes and rotators, and to my dismay all my efforys are rather terrible. My sackbots always jerk too much or flip too fast and i cant find the balance in which others do so. There should be like a default guide for standard "punches" and "kicks" cause ive grown impatient shooting in the dark trying to see what looks right. Its frustrating 2014-07-31 08:39:00

Author:
Mikell Williams
Posts: 9


In order to make fighting AI, perhaps you can make the moves emit a tag. And when the AI detects the move during a certain radius, it responds with a certain move or a certain set of moves that is randomized.
https://www.youtube.com/watch?v=FBFA75xpXAc This video could show you how the creator made his punch and kick animations.
2014-08-02 01:25:00

Author:
Darthvadre11
Posts: 134


Seriously, the best way to animate this is batteries on a sequencer. Imagine a punch that takes 1 second to complete. Set the sequencer to .1 sec/ bar. Stretch one battery at 100% across the whole thing (leave an empty bar at the end). Wire this to the R2 input. This activates the sackbots arm. Then place one to four more batteries of varying%, depending on how advanced you want to get. A 50% battery to the up/ down input at the same time as a -100% battery to the left/right input of the right stick will make the right arm jut out to the left. Putting more batteries in the sequence can make any motion you want. And slap down some emitters on the sequencer for perfectly timed effects. Put a mover on there too and make him lunge into the punch.

Did you look up that tutorial level I told you about? Trust me, it's a good one. I think it has everything your looking for.
2014-08-04 23:22:00

Author:
one-mad-bunny
Posts: 334


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